Every rig in the library runs on the same architecture. Learn one, know them all. Access everything through BLINK — directly inside Maya.
Every character in the library is built on the same underlying architecture — same control naming, same IK/FK setup, same rig conventions. Learn the system once, and you're productive on all 30+. No relearning. No surprises.
Clean IK/FK on arms and legs across every character. Same setup, same controls, same feel — so you can focus on the shot, not the rig.
Blendshape-driven expressions with layered controls for performance and lip sync. Designed for animators, not just riggers.
Spine, limbs, neck, fingers — if it should bend, it bends. Full bendy controls throughout without the complexity that usually comes with it.
Clean control design built around how animators actually work. Every control does what you expect. Nothing hidden, nothing cluttered, nothing to unlearn.
The character that started Long Winter, rebuilt from scratch. Crash 3.0 is designed specifically to cover every body mechanics scenario — overlapping action, weight shift, squash and stretch, secondary motion, facial performance. Everything an animator needs to study, in one rig that doesn't fight back.
The whole library is built around this level of quality. Crash is just the one that started the conversation.
Character Manager for Maya. Download, manage, and reference any Long Winter character — without touching a file browser.
BLINK is a Maya-native plugin that keeps your local asset library in sync, handles scene referencing, and gets completely out of the way the moment you're done with it.
No more digging through folders. No more broken references after a rig update. One dark panel, one click, done — then back to animating.
BLINK isn't a tool made in a vacuum. It's the public-facing piece of a pipeline I use daily as a working CG Supervisor — the part that made sense to share. Every decision in it comes from real deadline pressure, real rig versions, real broken references at midnight before a delivery.
The rigs are the same way. They're not demo assets — they're built to the same standard I'd hand to a senior animator on a client shot. That's the only bar I know how to work to.
More about the work →Day-to-day supervision across animation, rigging, rendering, and pipeline. Every tool gets tested there first.
Ice Age. Life of Pi. Love Death + Robots. Game cinematics for Riot, Epic, EA. High-end character work across every format.
Character rigging, technical direction, Python pipeline tooling, and Maya-to-Unreal workflows. All of it, one person.
The character library and BLINK exist partly as a teaching resource. The whole system is designed around how animators actually learn.
The characters live on screen, not on a product page. See the library in action — animation demos, rig breakdowns, and work in progress — across these channels.
BLINK + the full Long Winter character library. One membership.